Tipping Point — Dynamic Blowout & Rollover Physics 1.0
969
31
969
31
Shoot out a tire or PIT someone and watch their car fight for it. Procedural, physics-driven blowouts and
rollovers.
Shoot out a front tire at speed and the car wrenches toward the failed corner, loses grip
on that side, and starts running out of road. Whether it actually goes over depends on
what the car was doing when the tire let go, such as how fast, how far into a corner,
how tall and narrow it is, and what it is driving on.
Features
Directional blowouts - a front left tire pulls you left, front-right pulls you right,
the way a real steering rack gets yanked. Rear blowouts drag without steering.
PIT maneuver - put a car far enough sideways, fast enough, and it trips and rolls.
Judged against that vehicle's critical sliding velocity, worked out from its own track
width and centre-of-mass height, so a low wide sports car resists what an SUV will not.
NPC traffic included - shoot a cop's front tire out on the highway and watch it happen
to them. Same physics, same model, no shortcuts.
Panels tear off - a couple of doors, or the hood or boot, unlatch as the rollover
commits so the tumble rips them away. Different every time.
Every car behaves as itself - mass, track width, wheelbase and centre-of-mass height
all come from that model's own handling data. Nothing is hard coded, so it works on
add-on vehicles you have never told it about.
In-game menu - every setting is tunable live on F2, with a status readout showing what
the model is thinking.
rollovers.
Shoot out a front tire at speed and the car wrenches toward the failed corner, loses grip
on that side, and starts running out of road. Whether it actually goes over depends on
what the car was doing when the tire let go, such as how fast, how far into a corner,
how tall and narrow it is, and what it is driving on.
Features
Directional blowouts - a front left tire pulls you left, front-right pulls you right,
the way a real steering rack gets yanked. Rear blowouts drag without steering.
PIT maneuver - put a car far enough sideways, fast enough, and it trips and rolls.
Judged against that vehicle's critical sliding velocity, worked out from its own track
width and centre-of-mass height, so a low wide sports car resists what an SUV will not.
NPC traffic included - shoot a cop's front tire out on the highway and watch it happen
to them. Same physics, same model, no shortcuts.
Panels tear off - a couple of doors, or the hood or boot, unlatch as the rollover
commits so the tumble rips them away. Different every time.
Every car behaves as itself - mass, track width, wheelbase and centre-of-mass height
all come from that model's own handling data. Nothing is hard coded, so it works on
add-on vehicles you have never told it about.
In-game menu - every setting is tunable live on F2, with a status readout showing what
the model is thinking.
Ensimmäinen lataamiskerta: 14. syyskuuta 2026
Viimeksi ladattu: 16. syyskuuta 2026
Last Downloaded: 1 hour ago
45 kommenttia
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1.0 (Legacy)
By Vorx4643
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1.0 (Legacy) (Enhanced Untested)
By Vorx4643
Shoot out a tire or PIT someone and watch their car fight for it. Procedural, physics-driven blowouts and
rollovers.
Shoot out a front tire at speed and the car wrenches toward the failed corner, loses grip
on that side, and starts running out of road. Whether it actually goes over depends on
what the car was doing when the tire let go, such as how fast, how far into a corner,
how tall and narrow it is, and what it is driving on.
Features
Directional blowouts - a front left tire pulls you left, front-right pulls you right,
the way a real steering rack gets yanked. Rear blowouts drag without steering.
PIT maneuver - put a car far enough sideways, fast enough, and it trips and rolls.
Judged against that vehicle's critical sliding velocity, worked out from its own track
width and centre-of-mass height, so a low wide sports car resists what an SUV will not.
NPC traffic included - shoot a cop's front tire out on the highway and watch it happen
to them. Same physics, same model, no shortcuts.
Panels tear off - a couple of doors, or the hood or boot, unlatch as the rollover
commits so the tumble rips them away. Different every time.
Every car behaves as itself - mass, track width, wheelbase and centre-of-mass height
all come from that model's own handling data. Nothing is hard coded, so it works on
add-on vehicles you have never told it about.
In-game menu - every setting is tunable live on F2, with a status readout showing what
the model is thinking.
rollovers.
Shoot out a front tire at speed and the car wrenches toward the failed corner, loses grip
on that side, and starts running out of road. Whether it actually goes over depends on
what the car was doing when the tire let go, such as how fast, how far into a corner,
how tall and narrow it is, and what it is driving on.
Features
Directional blowouts - a front left tire pulls you left, front-right pulls you right,
the way a real steering rack gets yanked. Rear blowouts drag without steering.
PIT maneuver - put a car far enough sideways, fast enough, and it trips and rolls.
Judged against that vehicle's critical sliding velocity, worked out from its own track
width and centre-of-mass height, so a low wide sports car resists what an SUV will not.
NPC traffic included - shoot a cop's front tire out on the highway and watch it happen
to them. Same physics, same model, no shortcuts.
Panels tear off - a couple of doors, or the hood or boot, unlatch as the rollover
commits so the tumble rips them away. Different every time.
Every car behaves as itself - mass, track width, wheelbase and centre-of-mass height
all come from that model's own handling data. Nothing is hard coded, so it works on
add-on vehicles you have never told it about.
In-game menu - every setting is tunable live on F2, with a status readout showing what
the model is thinking.
Ensimmäinen lataamiskerta: 14. syyskuuta 2026
Viimeksi ladattu: 16. syyskuuta 2026
Last Downloaded: 1 hour ago




@audiodistortion Great! Thank you
@Vorx4643 do i need Scripthookvdonetenchanced in legacy version ?
hey, i think a great addition to this mod would be a collision detection system, so the rollover only happens if the car detects a collision to stop accidental rollovers during drifts. the time period where the rollover would still be appropriate after a crash could be configurable in the menu. because, i love the cinematic rollover crashes, but have to sadly trade them in for a playable driving experience. this is a great mod btw, having a blast!
@Vorx4643 thanks now its woriking
@Eyezlee Try it with DriveV if you would like to. It enhances it quite a lot to be more physic based rather than standard gta 5 driving if you are wanting a more realistic driving experience. When it comes to the gta 5 regular driving though it's just too slidy to work well
@Vorx4643 I use that mod half the time, but unfortunately thats not the problem. getting pitted should not trigger the same result as drifting at the same angle is what i mean. DriveV wont fix the problem i have, as realism isnt the issue. i just want to be able to hit cars (and be hit) into rollovers without flipping over while drifting, but maybe ill tweak my settings and remove the rollover part of the mod. ty for responding
sickkk
Video demo when??
@Vorx4643 porfavor actualiza el mod y quitale el menu y que se active automaticamente al entrar al juego y que al disparar las llantas del coche del npc y policias derrapen antes de volcar porfavor que voquee en automatico despues del derrape
@cesar jostheen RTX I'm confused friend? It's always activated whenever the game launches. The menu is simply to be able to adjust settings and the cars skid and then flip that's the whole point of the mod
@nj5050 my friend it is already linked :)
bro this mod is very beautifull is good, this mod have in the future big visites and dowlands is very nesesary for the persuits
@Vorx4643 Hey buddy, in the demonstration in your video, which police recognition and wanted star system mod are you using? Is it Andre500’s mod from Patreon, or is it your own?
@Zona Comics https://www.gta5-mods.com/scripts/gta-vi-hud-mod-893860ef-7b03-4c23-abd9-92b224291705
I am using this pack. Needs some work though
update: used drive v and the issue did still present itself. to be fair, it is because i have the threshold pretty low because i like to knock over other cars in a chase. is there any way we could get a toggle that lets the player NOT be affected by the rollover crash feature while still letting the npc's be? sorry for the requests, i normally don't do this but i really like this mod.
@Vorx4643 Okay, okay, good mod, man. Cheers.
@Eyezlee I'll look into it when I am finished with my current workflow, but don't get your hopes up. Unfortunately when I was working on it, I was having a hard time differentiating the NPC's from the Players, but I am sure it is just something I overlooked
Thanks for the mod
I didnt realize i needed enhanced scripthook lol, if this mod doesnt work for you thats why
enhanced?